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- /*
- * CGTownBuilding.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CGTownBuilding.h"
- #include "CGTownInstance.h"
- #include "../CGeneralTextHandler.h"
- #include "../IGameCallback.h"
- #include "../gameState/CGameState.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../networkPacks/PacksForClient.h"
- VCMI_LIB_NAMESPACE_BEGIN
- PlayerColor CGTownBuilding::getOwner() const
- {
- return town->getOwner();
- }
- MapObjectID CGTownBuilding::getObjGroupIndex() const
- {
- return -1;
- }
- MapObjectSubID CGTownBuilding::getObjTypeIndex() const
- {
- return 0;
- }
- int3 CGTownBuilding::visitablePos() const
- {
- return town->visitablePos();
- }
- int3 CGTownBuilding::getPosition() const
- {
- return town->getPosition();
- }
- std::string CGTownBuilding::getVisitingBonusGreeting() const
- {
- auto bonusGreeting = town->getTown()->getGreeting(bType);
- if(!bonusGreeting.empty())
- return bonusGreeting;
- switch(bType)
- {
- case BuildingSubID::MANA_VORTEX:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
- break;
- case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
- break;
- case BuildingSubID::SPELL_POWER_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
- break;
- case BuildingSubID::ATTACK_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
- break;
- case BuildingSubID::EXPERIENCE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
- break;
- case BuildingSubID::DEFENSE_VISITING_BONUS:
- bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
- break;
- }
- auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
- if(bonusGreeting.empty())
- {
- bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
- logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
- }
- boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
- town->getTown()->setGreeting(bType, bonusGreeting);
- return bonusGreeting;
- }
- std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
- {
- if(bonus.type == BonusType::TOWN_MAGIC_WELL)
- {
- auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
- auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
- boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
- return bonusGreeting;
- }
- auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
- std::string param;
- std::string until;
- if(bonus.type == BonusType::MORALE)
- param = VLC->generaltexth->allTexts[384];
- else if(bonus.type == BonusType::LUCK)
- param = VLC->generaltexth->allTexts[385];
- until = bonus.duration == BonusDuration::ONE_BATTLE
- ? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
- : ".";
- boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
- std::string greeting = fmt.str();
- return greeting;
- }
- COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
- {
- bID = bid;
- bType = subId;
- town = cgTown;
- indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
- }
- void COPWBonus::setProperty(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(val);
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- }
- }
- void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if(town->hasBuilt(bID))
- {
- InfoWindow iw;
- iw.player = h->tempOwner;
- switch (this->bType)
- {
- case BuildingSubID::STABLES:
- if(!h->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
- {
- GiveBonus gb;
- gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand, VLC->generaltexth->arraytxt[100]);
- gb.id = heroID.getNum();
- cb->giveHeroBonus(&gb);
- SetMovePoints mp;
- mp.val = 600;
- mp.absolute = false;
- mp.hid = heroID;
- cb->setMovePoints(&mp);
- iw.text.appendRawString(VLC->generaltexth->allTexts[580]);
- cb->showInfoDialog(&iw);
- }
- break;
- case BuildingSubID::MANA_VORTEX:
- if(visitors.empty())
- {
- if(h->mana < h->manaLimit() * 2)
- cb->setManaPoints (heroID, 2 * h->manaLimit());
- //TODO: investigate line below
- //cb->setObjProperty (town->id, ObjProperty::VISITED, true);
- iw.text.appendRawString(getVisitingBonusGreeting());
- cb->showInfoDialog(&iw);
- //extra visit penalty if hero alredy had double mana points (or even more?!)
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- break;
- }
- }
- }
- CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
- {
- bID = index;
- bType = subId;
- town = cgTown;
- indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
- }
- void CTownBonus::setProperty (ui8 what, ui32 val)
- {
- if(what == ObjProperty::VISITORS)
- visitors.insert(ObjectInstanceID(val));
- }
- void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
- {
- ObjectInstanceID heroID = h->id;
- if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
- {
- si64 val = 0;
- InfoWindow iw;
- PrimarySkill what = PrimarySkill::NONE;
- switch(bType)
- {
- case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
- what = PrimarySkill::KNOWLEDGE;
- val = 1;
- iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
- break;
- case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
- what = PrimarySkill::SPELL_POWER;
- val = 1;
- iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
- break;
- case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
- what = PrimarySkill::ATTACK;
- val = 1;
- iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
- break;
- case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
- what = PrimarySkill::EXPERIENCE;
- val = static_cast<int>(h->calculateXp(1000));
- iw.components.emplace_back(ComponentType::EXPERIENCE, val);
- break;
- case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
- what = PrimarySkill::DEFENSE;
- val = 1;
- iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
- break;
- case BuildingSubID::CUSTOM_VISITING_BONUS:
- const auto building = town->getTown()->buildings.at(bID);
- if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
- {
- const auto & bonuses = building->onVisitBonuses;
- applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
- }
- break;
- }
- if(what != PrimarySkill::NONE)
- {
- iw.player = cb->getOwner(heroID);
- iw.text.appendRawString(getVisitingBonusGreeting());
- cb->showInfoDialog(&iw);
- cb->changePrimSkill (cb->getHero(heroID), what, val);
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- }
- }
- void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
- {
- auto addToVisitors = false;
- for(const auto & bonus : bonuses)
- {
- GiveBonus gb;
- InfoWindow iw;
- if(bonus->type == BonusType::TOWN_MAGIC_WELL)
- {
- if(h->mana >= h->manaLimit())
- return;
- cb->setManaPoints(h->id, h->manaLimit());
- bonus->duration = BonusDuration::ONE_DAY;
- }
- gb.bonus = * bonus;
- gb.id = h->id.getNum();
- cb->giveHeroBonus(&gb);
- if(bonus->duration == BonusDuration::PERMANENT)
- addToVisitors = true;
- iw.player = cb->getOwner(h->id);
- iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
- cb->showInfoDialog(&iw);
- }
- if(addToVisitors)
- town->addHeroToStructureVisitors(h, indexOnTV);
- }
- CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, CRandomGenerator & rand)
- {
- bID = index;
- bType = subId;
- town = cgTown;
- indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
- initObj(rand);
- }
- void CTownRewardableBuilding::initObj(CRandomGenerator & rand)
- {
- assert(town && town->town);
- auto building = town->town->buildings.at(bID);
- building->rewardableObjectInfo.configureObject(configuration, rand);
- for(auto & rewardInfo : configuration.info)
- {
- for (auto & bonus : rewardInfo.reward.bonuses)
- {
- bonus.source = BonusSource::TOWN_STRUCTURE;
- bonus.sid = BonusSourceID(building->getUniqueTypeID());
- }
- }
- }
- void CTownRewardableBuilding::newTurn(CRandomGenerator & rand) const
- {
- if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
- {
- if(configuration.resetParameters.rewards)
- {
- cb->setObjProperty(town->id, ObjProperty::REWARD_RANDOMIZE, indexOnTV);
- }
- if(configuration.resetParameters.visitors)
- {
- cb->setObjProperty(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
- }
- }
- }
- void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(ObjectInstanceID(val));
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- case ObjProperty::REWARD_RANDOMIZE:
- initObj(cb->gameState()->getRandomGenerator());
- break;
- case ObjProperty::REWARD_SELECT:
- selectedReward = val;
- break;
- }
- }
- void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
- {
- grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
- }
- void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
- {
- if(answer == 0)
- return; // player refused
-
- if(visitors.find(hero->id) != visitors.end())
- return; // query not for this building
- if(answer > 0 && answer-1 < configuration.info.size())
- {
- auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
- grantReward(list[answer - 1], hero);
- }
- else
- {
- throw std::runtime_error("Unhandled choice");
- }
- }
- void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
- {
- town->addHeroToStructureVisitors(hero, indexOnTV);
-
- grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
-
- // hero is not blocked by levelup dialog - grant remainer immediately
- if(!cb->isVisitCoveredByAnotherQuery(town, hero))
- {
- grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
- }
- }
- bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
- {
- switch (configuration.visitMode)
- {
- case Rewardable::VISIT_UNLIMITED:
- return false;
- case Rewardable::VISIT_ONCE:
- return !visitors.empty();
- case Rewardable::VISIT_PLAYER:
- return false; //not supported
- case Rewardable::VISIT_BONUS:
- {
- const auto building = town->getTown()->buildings.at(bID);
- return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
- }
- case Rewardable::VISIT_HERO:
- return visitors.find(contextHero->id) != visitors.end();
- case Rewardable::VISIT_LIMITER:
- return configuration.visitLimiter.heroAllowed(contextHero);
- default:
- return false;
- }
- }
- void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
- {
- auto grantRewardWithMessage = [&](int index) -> void
- {
- auto vi = configuration.info.at(index);
- logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
-
- town->addHeroToStructureVisitors(h, indexOnTV); //adding to visitors
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text = vi.message;
- vi.reward.loadComponents(iw.components, h);
- iw.type = EInfoWindowMode::MODAL;
- if(!iw.components.empty() || !iw.text.toString().empty())
- cb->showInfoDialog(&iw);
-
- grantReward(index, h);
- };
- auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
- {
- BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
- sd.player = h->tempOwner;
- sd.text = dialog;
- if (rewards.size() > 1)
- for (auto index : rewards)
- sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
- if (rewards.size() == 1)
- configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
- cb->showBlockingDialog(&sd);
- };
-
- if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
- return;
- if(!wasVisitedBefore(h))
- {
- auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
- logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
- switch (rewards.size())
- {
- case 0: // no available rewards, e.g. visiting School of War without gold
- {
- auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
- if (!emptyRewards.empty())
- grantRewardWithMessage(emptyRewards[0]);
- else
- logMod->warn("No applicable message for visiting empty object!");
- break;
- }
- case 1: // one reward. Just give it with message
- {
- if (configuration.canRefuse)
- selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
- else
- grantRewardWithMessage(rewards.front());
- break;
- }
- default: // multiple rewards. Act according to select mode
- {
- switch (configuration.selectMode) {
- case Rewardable::SELECT_PLAYER: // player must select
- selectRewardsMessage(rewards, configuration.onSelect);
- break;
- case Rewardable::SELECT_FIRST: // give first available
- grantRewardWithMessage(rewards.front());
- break;
- case Rewardable::SELECT_RANDOM: // give random
- grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
- break;
- }
- break;
- }
- }
- }
- else
- {
- logGlobal->debug("Revisiting already visited object");
- auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
- if (!visitedRewards.empty())
- grantRewardWithMessage(visitedRewards[0]);
- else
- logMod->debug("No applicable message for visiting already visited object!");
- }
- }
- VCMI_LIB_NAMESPACE_END
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